Lab Chat #3 in 10-ish minutes

Lab Chat #3: Troy, Oz and Ebbe
Lab Chat #3: Troy, Oz and Ebbe

Friday, May 6th saw the third in the Lab Chat series take place in-world, featuring guests Oz Linden, the Director of Second Life Engineering, Troy Linden, a Senior Producer of Second Life and of course, Linden Lab CEO, Ebbe Altberg, in his alter-ego of Ebbe Linden.

You can find the full transcript, with audio extracts, as previously published in these pages by following this link.

However, I’ve been asked by a number of people if I could summarise things, rather than them having to read the entire transcript or just having a list of up–front links. I’ve therefore produced this summary, complete with links to the full answers within the transcript. If this approach proves popular with readers, I’ll adopt it as the lead-in to future transcripts.

Work in progress: Aki Shichiroji demonstrates a wearable wyvern utilising Bento bones for animation.
Work in progress: Aki Shichiroji demonstrates a wearable wyvern utilising Bento bones for animation.

Project Bento

  • How will creators make poses and animations for the new bones (wings, fingers, facial expressions, etc)? Creators will be able to use existing plug-ins (MayaStar, Avastar) to create animation content for Project Bento as is currently the case. Full answer.
  • Will there be any in-world tools for Bento pose and animation creation? At this point, Second Life doesn’t have any in-world animation creation tools, and Bento does not attempt to add them. Instead it leverages existing out-world tools. Full answer.
  • Will Bento have the ability to animate (or pose) separately?  Yes. Second life does already support isolating animations to certain parts, and Bento is no different.  Full answer.
  • Will any of the work on the Bento facial bones be incorporated into the default/system avatar for expressions, etc? The default system avatar has not at this point been re-rigged to use the new Bento bones. However, custom mesh heads, when rigged to the bones, will be able to make use of them. Full answer.
  • Will there be, or are there any plans to introduce animated mesh into Second Life (e.g. animated pets, etc)? No comment on whether or not animated meshes will be supported in the future. However, Bento bones can be used to provide a level of animation of creatures, objects, attached to an avatar (e.g. bats flying around your head). Full answer.
  • Will any attempts be made to have the new bones be scriptable for the use in user-created animation rigs like Anypose?  There are no plans to add scripting capabilities that are specific to Bento at this time. Full answer.
  • Can some Bento UG meetings be held at an “Asia friendly” time? It will be looked into. Full answer.

Second Life

The new Experience Keys based Social Islands
The new Experience Keys based Social Islands – see below
  • Can we have tools inside inventory to help manage it?  The Lab is focused on improving inventory operation robustness, and will have a new viewer offering this soon. Better inventory management interfaces and tools are a terrific idea, and something TPVs could even contribute. Full answer.
  • Will we see similar edutainment-type experiences as the new social islands, but aimed at more advanced users? Yes, very probably in time. Full answer.
  • Why doesn’t Second Life have gift cards which can be purchased in stores like other games? Probably more interesting to think of ways to sort-of refer a friend, maybe, with an associated gift card to get them into the world. But something to examine. Full answer.
  • Any plans to provide more robust photography tools similar to Firestorm’s Phototools? Will existing tools be updated? Lab prefers not to comment on things until close to release; photography floater updates an excellent opportunity for TPV / open-source contributions. Full answer.
  • Can sound files be increased in length beyond the 10 second limit? Yes, and animation file sizes can be increased. By how much isn’t clear, and the work will be dependent on moving the assets to CDN delivery first. Full answer.
  • Will we be able to texture more than 8 faces when editing mesh in-world?  The change made in Sept 2015 refers to allowing more than 8 textureable faces as a part of the upload process, not to in-world editing. No further changes planned at present. Full answer.
  • Will any similar incentive to the private island buy-down offer be presented to Mainland owners? Not at present. Time is required to analyse the other impact of the buy-down offer and determine its overall benefit (or otherwise). So nothing planned for Mainland at the moment or immediate future. Full answer.
  • Will anything be done to address vehicle region crossing issues, particularly with large vehicles, which have become worse over the past year? Lab not aware of any changes that should have made things worse, but will look into matters. However, large vehicles have always been problematic on region crossings, so no promises. Full answer.
  • Will RLV functionality be added to the official viewer? Longer-term, Lab will add more capabilities to Experience Keys which will be similar to, but not compatible with, RLV. Full answer.
  • Will Experience Keys be opened to Basic members to create Experiences? Experience Keys will remain Premium-only do to potential griefing abuse. Premium helps ensure accountability.  Full answer.
  • Will Experience Search (and other search) be improved? The  current focus is the Marketplace search beta, using Elasticsearch. This will likely become the default MP search engine soon. The Lab may then use Elasticsearch on other search capabilities. Full answer.
  • Will the Marketplace Listing Enhancement issues & JIRAs be addressed? The Lab believes they have a fix for a major cause, which is in the process of being implemented and may clear up most issues. Full answer.
  • Can the number of Estate Managers be increased? Will be looked at. Full answer.
  • What’s the best way to report group spammers? Single or Multiple reports? Via the Abuse Report, Quality of report, not quantity is important. Many reports aren’t actionable as they are incomplete. Full answer.
  • Does LL give employees time to use SL? Yes & all staff are encouraged to spend time in SL when first starting. Oz Linden also looks to recruit from SL users where possible. Full answer.
  • Any thoughts on Vulkan graphics support for SL? For SL, no. Sansar, yes.
  • Can we have an update on Linden Realms and the grid hunt games available through the portal parks? New Linden content is coming, but no details given.

Continue reading “Lab Chat #3 in 10-ish minutes”

Reminder: Lab Chat #3, May 6th with Ebbe, Oz, Troy and Bento

Lab Chat LogoLab Chat is the name of the public Q&A series aimed at providing Second Life users with the opportunity to have their questions put to Lab management and personnel.

The first two sessions in the series took place in November 2015 and January 2016 respectively, with guest Ebbe Altberg, CEO of Linden Lab. Each event covered both Second Life and Project Sansar and saw Ebbe respond to questions selected from those put forward to a forum thread ahead of each event.

The third in the series will take place on Friday, May 6th, starting at 10:30 SLT at the Linden Endowment for the Arts Theatre. The guests for this session will be:

Ebbe Linden (Ebbe Altberg, the Lab’s CEO), who requires no introduction here. He’ll obviously be answering any questions on Project Sansar which are raised during the show.

Oz Linden, the Director of Second Life Engineering at Linden Lab, and is perhaps most noted for his involvement with viewer development, including contributions from the open-source community and TPVs. He oversees almost all aspects of the technical development of Second Life, both viewer and server, and works closely with his engineers and developers to ensure Second Life continues to be enhanced.

Troy Linden, a Senior Producer of Second Life at the Lab, and has been involved in bringing numerous high-profile projects within SL to fruition, and is currently engaged in Project Bento, the project to greatly extend the second Life avatar skeleton, which Oz’s team is currently working on together with members of the SL content creation community.

Because both Oz and Troy will be present at the show, the majority of the questions this time around will be focused on Second Life and Project Bento, so this is a great opportunity to find out what is being planned for Second Life, and what Project Bento is all about and what it might mean for you.

Among many other things, Bento offers the potential for animated facial expressions and animated fingers (shown in this video by Abramelin Wolfe) on mesh avatar models

The show will be recorded in audio, which will be made available some time after the show has wrapped. I hope to attend and produce a full transcript, and those wishing to catch-up on the first two Lab Chat sessions through this blog can do so by following the links below:

For those who prefer, videos of the first two sessions can be found on YouTube:

LEA Theatre SLurls

Lab: update your viewer and browser to ensure secure payments

secondlifeOn Wednesday, May 4th, the Lab issued an important announcement to Second Life users that as from Wednesday June 15th, 2016, anyone wishing to use the Second Life cashier service to send, receive, or exchange L$, must be using either a web browser or version of the viewer which supports TLS 1.2.

This is because, as I’ve reported several times in these pages (see here and here for background notes), the Lab is updating secure access to their cashier functionality to TLS 1.2, to comply with applicable US regulations.

As the official blog post posts out, the latest updates of most modern browsers should be TLS 1.2 complaint, as is the official SL viewer. All actively maintained Full Third-Party Viewers should also be TLS 1.2 complaint. However…

Again, as the official blog post states, the safest way to ensure you are using a compliant browser and viewer is to check for yourself by visiting How’s My SSL? through your web browser and via the internal web browser built-in to the viewer. The Version section in the top left of the web page will indicate whether or not your browser / viewer is using TLS 1.2.

Use How's My SSL? to confirm whether the versions of the web browser and SL viewer you are using are TLS 1.2 compliant.
Use How’s My SSL? to confirm whether the versions of the web browser and SL viewer you are using are TLS 1.2 compliant.

If either your web browser and / or current viewer version is not TLS 1.2, you will not be to send, receive, or exchange L$ after Wednesday, June 15th, 2016.

For further information, please refer to the official Lab blog post.

In the Press: a voyage of discovery in Second Life

Second Life has again been getting some fair press coverage, both directly and directly, of late. I’ve already written about the platform either being the focus of, or looked at as part of, two interesting articles published in Motherboard. Also during the week, Second Life was written about on this side of the Atlantic, as first reported by Ciaran Laval.

On April 28th the on-line edition of France’s Le Monde carried an article focused on Second Life, written by  Morgane Tual.  Bearing the delightfully French title Absurde, créatif et débauché : dix ans après, « Second Life » est toujours bien vivant (Absurd, creative and debauched: ten years later, “Second Life” is still alive), it weaves a wonderful introduction to the platform which cannot fail to have those of us immersed in this digital world smiling and / or nodding in agreement.

Morgane Taul: an engaging article on Second Life
Morgane Tual: an engaging article on Second Life

This is very much a hands-on, through-the-eyes look at Second Life, good and bad, written with an unabashed honesty and wonderment. Opening with a description of her initial time in Second Life and a (first?) encounter with another resident, Ms. Tual quickly informs her readers where she is and why she is there – and hints that what she has to say might come as a surprise for who might have heard of the platform at some point:

Like me, some haggard and clumsy beginners landed on this strange beach to discover what remains of this game that occupied the headlines there about ten years. I expected to find, a decade later, a deserted world, ageing technology and a few cobwebs in the corners. It was exactly the opposite.

From this set-up we are lead on what is very much a personal voyage of discovery through Second Life. In it we encounter the realities of the platform – good and bad in equal measure,  each presented to us as they are encountered.

So it is we share in her wonder as she hops from place-to-place; her confusion (and that of others newcomers) in finding herself unceremoniously dumped at an infohub; the embarrassment that can occur simply as a result of clicking the wrong button, or in awkwardly accepting the help of another. We share in her delight in her discoveries of the music scene and in finding a place were she makes a new friend, Patti, a fellow French woman. From here we join her on a whirlwind tour of Second Life which take her to Hogwarts and thence via Star Wars, 221B Baker Street and a nightclub, to the Petit Trianon, Tatiana Dokuchic’s wonderful build in the Duché de Coeur, and a conversation with Tatiana herself.

Petit Trianon by Tatiana Dokuchic, featured in Absurde, créatif et débauché : dix ans après, « Second Life » est toujours bien vivant
Petit Trianon by Tatiana Dokuchic, featured in the Le Monde article by Morgane Tual

Interspersed with this are the assorted facts and figures from the Lab – the 900,000 monthly log-ins, the broad demographic, the economics of the platform, and so on, together with the usual potted history of the platform, all of which paints one of the clearest pictures of Second Life I’ve had the good fortune to read; one with a personal narrative free from the need to fall back on cliché or dogged by mocking observation.

Such is the narrative, we’re drawn directly into Ms. Tual’s experiences, all of which are related without judgement, but often with a real sense of joy and / or wonder. Of course, the sex is also there, but so too is the discovery that contrary to belief, Second life isn’t necessarily “all about the sex”, a point of view Ms. Tual fully embraces.

The breadth of possible engagement in Second Life is touched upon in other ways as well. Through the conversation with Tatiana, readers are introduced to the richness of opportunity for creativity in Second life. Art and entertainment are referred to – the latter supported by the inclusion of some hand-picked videos.

We also witness the tales of others, such as the guy who initially mocked the activities of SL users, regarding them as “losers”, only to himself become engrossed in the platform and all it offers. We are also – movingly – introduced to the way in which Second life bridges the physical / digital divide, very genuinely bringing people together when entire continents might otherwise separate them.

With videos and in-world images, personal tales, a frank narrative, Absurde, créatif et débauché : dix ans après, « Second Life » est toujours bien vivant is one of the most engaging pieces on second Life it has been my pleasure to read. Recommended.

In the Press: Motherboard looks at Second Life

There have been a couple of interesting articles which have appeared in Motherboard over the last couple of days which make interesting reading.

In the first, Men Are Working Out Their Issues By Playing As Their Lovers and Exes in RPGs, published on April 28th, Cecilia D’Anastasio looks at a little researched aspect of avatar use within Second Life and MMORPGs: using their capabilities to create avatars in the likeness of a ex- or current partner or spouse.

Cecilia D'Anastasio: writing on identity in the digital age
Cecilia D’Anastasio: writing on identity in the digital age

I’ve always enjoyed reading Ms. D’Anastasio’s pieces on matter of digital identity, and have previously written about her excellent Avatar IRL, which appeared almost exactly a year ago.

This new article examines a number of ways in which people – notably, but not exclusively, young male gamers – have created representations of current or past Significant Others in the virtual environments they use.

Some of the related stories are pretty innocent. From Second Life, for example, we learn that well-known boat designer Jacqueline Trudeau  uses an avatar “minutely resembling” her husband to help promote her designs, even though he seemingly has no interest in either the platform or his wife’s ability to generate an income through it.  Similarly,  Kevin D. Kramer, a Second Life DJ in his 50s, has designed an avatar modelled on his wife which they both use, candidly admitting it offers him the opportunity to buy gowns, dresses and outfits to surprise her with in ways he cannot easily replicate in the physical world.

However, some are much more disturbing in tone, notably the examples drawn from Skyrim and XCOM-2 where the motivation for creating likenesses of ex-partners be 20-something gamers as a means to exert greater (and not entirely positive) control over them, even to the point of subjugation, or to increase their own self-image as a “protector” of the women formerly in their lives.

The piece is certainly an interesting read, going by way of Nick Yee’s research into matters  of gender-bending as covered by his Daedalus Project (you can also learn more about his work on matters of avatar identity here and via Draxtor’s excellent interview with him), and including feedback from Dr. Jamie Banks of Department of Communication Studies, West Virginia University. However, it is not without potential fault.

There is an acknowledged lack of research in why people might create avatars in the likeness of former or current partners; as such, there is perhaps a bias present in the piece, which I did find undermined it in places.

For example, while it is hard to reconcile Dr. Banks’ view of creating avatars in the image of a former partner as a means of coping with the Skrim and XCOM2 examples cited (they are far too calculated in their creation and use), it doesn’t mean the idea doesn’t have merit in other possible cases. Unfortunately, any potential credence it might have is more-or-less directly thrown under the bus in the paragraph of the article following Dr. Banks’ comments.

There are other flaws evident in the writing as well. It is noted, for example, that one of the people who created a female avatar based on his ex-girlfriend has since been banned from an unrelated game. The reason for that ban isn’t specified and could be entirely unrelated to the issues being discussed in the article. Thus, the inclusion of this statement seems to serve no other purpose than to enhance the reader’s negative view they may already have of the individual.

However, given this is an aspect of the use of avatar-driven environments and MMOs that hasn’t really been deeply researched, the article does open the door to discussions on the subject, and may encourage a greater academic study of the issue.

In Why Is Second Life Still a Thing?, which appeared on April 29th, Emanuel Maiberg poses a question I suspect might be asked by a lot of journalists who have perhaps been previously familiar with the platform and are suddenly exposed to it once more.

In asking the question, Mr. Maiberg also does a fair job in answering it as well, and in doing so, takes the reader on a no hold barred tour of the platform, commencing with what has been it’s crucial differentiator over other, “prettier” platforms and games:

A crucial difference between Second Life and MMOs like World of Warcraft is that the latter are mostly fixed worlds. Once in awhile, developer Blizzard will introduce a new continent or reconfigure an existing location, but all players are guests in the world that Blizzard created. Second Life, by contrast, allows users to not only create their own avatars, but also to shape and create the world they’re in, importing their own 3D assets and modifying the world with the Linden Scripting Language.  

Emanuel Maiberg - a frank look at Second Life
Emanuel Maiberg – a frank look at Second Life

A potted history of the platform follows, together with an examination of much of what goes on in-world being referenced: art, education, user-generated transactions, and so on, together with the highs and lows the platform has seen. Of course, sex gets a fair mention within the piece; no surprises there, as it does both act as a draw for at least some of those coming into the platform (although equally, they may find their interests moving elsewhere once they are engaged in the platform), and it does contribute fairly to the platform’s economy.

Project Sansar is also touched upon – as is one of the core reasons why the Lab is keen to emphasise it is a platform designed to run alongside, rather than replace, Second Life. The very success of the latter and the level of investment users have within the system mean that displacing them anywhere else is at best exceptionally difficult; no other platform or service as thus far managed to achieve what Second Life invented in terms of environment, capabilities, user numbers and economical viability.

Those of us familiar with Second Life may not find much that is new in Mr. Maiberg’s piece, but that’s beside the point. What he offers is a frank look at the platform, free from bias or agenda but which fairly addresses many of the reasons which have made the platform a success in and of itself.

Overall, both pieces made for interesting reading.

Lab Chat #3: May 6th, 2016 – Ebbe, Oz, Troy and Bento

Lab Chat LogoLab Chat is the name of the public Q&A series aimed at providing Second Life users with the opportunity to have their questions put to Lab management and personnel.

The first two sessions in the series took place in November 2015 and January 2016 respectively, with guest Ebbe Altberg, CEO of Linden Lab. Each event covered both Second Life and Project Sansar and saw Ebbe respond to questions selected from those put forward to a forum thread ahead of each event.

For those who missed the first two shows, you can catch up with them through my transcripts, which include audio from the events and are available below:

The third in the series has now been officially announced, and will once again feature Ebbe Altberg, who will this time be joined by Oz and Troy Linden. The 1-hour event will once again take place at the Linden Endowment for the Arts Theatre,  on Friday, May 6th, starting at 10:30 SLT.

About the Guests

Oz Linden
Oz Linden – Director of Second Life Engineering

Oz Linden is the Director of Second Life Engineering at Linden Lab, and is perhaps most noted for his involvement with viewer development, including contributions from the open-source community and TPVs. He oversees almost all aspects of the technical development of Second Life, both viewer and server, and works closely with his engineers and developers to ensure Second Life continues to be enhanced.

Troy Linden  is a Senior Producer of Second Life at the Lab, and has been involved in bringing numerous high-profile projects within SL to fruition, and is currently engaged in Project Bento, the project to greatly extend the second Life avatar skeleton, which Oz’s team is currently working on together with members of the SL content creation community.

Both Oz and Troy will be at the Lab chat session to directly answer questions on Project Bento, the SL development process and roadmap and on Second Life features, while Ebbe will doubtless cover any questions related to Project Sansar, if they arise (! 🙂 ).

Present Your Questions

The Lab is inviting questions on these topics to be submitted to the official forum thread, no later than Friday, April 29th, 2016. A selection of questions will then be drawn from those submitted and put to Ebbe, Oz and Troy during the recording of the show and before the live audience at the theatre.

In difference to the first two Lab Chat events, the May 6th session will be recorded as audio only. I also hope to be at the event, and will have a full transcript of proceedings available through these pages (with audio extracts) as soon as possible after the show has finished recording.

And to help with Project Bento, here’s the Drax Files World Makers segment introducing the project.